This coming Sunday, a good friend of mine invited me to be a guest player in his One Shot Campaign. Ive been playing a circle of the Moon Druid for the past two years in another campaign so I am a little out of touch with other classes. I want to play something ranged. Any help with a fun ranged build will be helpful.
I'd go with either of two options, it really depends on what kind of combat you expect. I went with Steel Will since I spend most of my time avoiding melee combat as much as possible, it's an RP choice, and I'm in CoS. Multiattack Defense feels better since it allows you to stand toe to toe with the bigger monsters when the fight takes ranged out of the equation. Escape the Horde actually comes last in my line up since you have access to both Fancy Footwork and Cunning action to get out of combat rather unscathed.
As it happens, our group is going to be doing a 1-shot and I also opted to go Rogue/Ranger, but after a lot of thought I split it Rogue 1/Ranger (Hunter Conclave) 9. After consideration, I dismissed the notion of worrying about a Roguish Archetype as I didn't see enough upside (when compared to what comes with a level 9 Ranger, which I'll talk about below). I then pondered the utility of splitting it Rogue 2/ Ranger 8 so I would have Cunning Action. Once again I had to weigh that against being a Level 9 Ranger. In the end I decided that level 3 spells far outweigh some extra damage or initiative bonuses. A ranger already rolls Advantage on Initiative, and seeing as how you specified a ranged character, his DEX will be high enough to help initiative even more.
So, after a 1/9 split, I took Lucky and Sharpshooter (I know in a 1-shot you'll only get those 3 uses of Lucky, but that can still come in very handy!) and 1 ASI.
Favored Enemy: Beasts (Dragons!)
Greater Favored Enemy: Fiends (Demons!)
Archery Fighting Style (At level 10, you're gonna be +10 or +11 to hit (if you had max DEX) to hit, which helps with Sharpshooter)
Extra Attack
Fleet of Foot: Dash as a Bonus Action
Colossus Slayer for damage
Expertise in Stealth and Acrobatics
Now, as to why 3rd level spells are fantastic...Conjure Animals is so broken if you can maintain your Concentration (which in retrospect may warrant taking War Caster instead of Lucky). You'll use your lower level slots for Hunter's Mark and Cure Wounds.
With Studded Leather and a 20 DEX you're looking at an AC of 17, not fantastic, admittedly. But you're trying to stay out of harm's way. You can always carry a shield on your back and do some sword & board if you get stuck in close range combat, bumping you to 19.
I think Steel Will is handy if you know/have an idea that those types of baddies will be present. In fact, all the Defensive Tactics are situational.
As it happens, our group is going to be doing a 1-shot and I also opted to go Rogue/Ranger, but after a lot of thought I split it Rogue 1/Ranger (Hunter Conclave) 9. After consideration, I dismissed the notion of worrying about a Roguish Archetype as I didn't see enough upside (when compared to what comes with a level 9 Ranger, which I'll talk about below). I then pondered the utility of splitting it Rogue 2/ Ranger 8 so I would have Cunning Action. Once again I had to weigh that against being a Level 9 Ranger. In the end I decided that level 3 spells far outweigh some extra damage or initiative bonuses. A ranger already rolls Advantage on Initiative, and seeing as how you specified a ranged character, his DEX will be high enough to help initiative even more.
So, after a 1/9 split, I took Lucky and Sharpshooter (I know in a 1-shot you'll only get those 3 uses of Lucky, but that can still come in very handy!) and 1 ASI.
Favored Enemy: Beasts (Dragons!)
Greater Favored Enemy: Fiends (Demons!)
Archery Fighting Style (At level 10, you're gonna be +10 or +11 to hit (if you had max DEX) to hit, which helps with Sharpshooter)
Extra Attack
Fleet of Foot: Dash as a Bonus Action
Colossus Slayer for damage
Expertise in Stealth and Acrobatics
Now, as to why 3rd level spells are fantastic...Conjure Animals is so broken if you can maintain your Concentration (which in retrospect may warrant taking War Caster instead of Lucky). You'll use your lower level slots for Hunter's Mark and Cure Wounds.
With Studded Leather and a 20 DEX you're looking at an AC of 17, not fantastic, admittedly. But you're trying to stay out of harm's way. You can always carry a shield on your back and do some sword & board if you get stuck in close range combat, bumping you to 19.
I think Steel Will is handy if you know/have an idea that those types of baddies will be present. In fact, all the Defensive Tactics are situational.
Enjoy either way :D
Many Faces, thank you so much for this awesome write up. I see what you mean about 3rd Level spells. Now I’m actually considering this route.
Either a longbow or a heavy crossbow. You wanna talk ranged? With Sharpshooter you can fire your longbow up to 600 feet without disadvantage, which is madness. Not that the heavy crossbow is far behind. It can go up to 400 when Sharpshooting. But because of the loading property, if you want to take advantage of both your attacks you would need the Crossbow Expert feat.
I would try the Rogue(Scout)3/Ranger(Hunter)7 build.
One of the reasons is:
Skirmisher:
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
If you are variant human go for heavy crossbow with the Sharpshooter and the Crossbow Expert feats and ofc try to get your dex to max.
And ofc Colossus Slayer.
With max dex and a normal weapon you would have about +11ish to hit and with the sneak attack and Hunter's Mark you'll get something like 2d8+3d6+5 damage on one attack and 2d8+1d6+5 on the other attack, each round. Add +10 to damage when using sharpshooter.
Edit:
And swap one of the d8s with a d10 if you are using Crossbow, Heavy. The above calculations was with a Longbow
That doesn't feel like enough upside to me. All you're losing is 1d6 of sneak attack. Also, the numbers (with max dex and Sharpshooter) are more like 1d10 + 2d6 + 15 for shot 1 (Sneak attack, Hunter's mark and Sharpshooter) and 1d10 + 1d8 + 1d6 + 15 (colossus slayer, hunter's mark and sharpshooter) on the second shot.
And you are less concerned about being hit because of the 8 pixies you have running interference for you. Or the dozens of other possibilities with your spells. Spike growth to punish people from getting too close is just 1 option.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This coming Sunday, a good friend of mine invited me to be a guest player in his One Shot Campaign. Ive been playing a circle of the Moon Druid for the past two years in another campaign so I am a little out of touch with other classes. I want to play something ranged. Any help with a fun ranged build will be helpful.
3 Rogue (Swashbuckler) / 7 Ranger (Hunter) V.Human
I've been playing this build in CoS and it's been nothing short of annoying for the DM :)
I'd go with either of two options, it really depends on what kind of combat you expect. I went with Steel Will since I spend most of my time avoiding melee combat as much as possible, it's an RP choice, and I'm in CoS. Multiattack Defense feels better since it allows you to stand toe to toe with the bigger monsters when the fight takes ranged out of the equation. Escape the Horde actually comes last in my line up since you have access to both Fancy Footwork and Cunning action to get out of combat rather unscathed.
Good point! What ranged weapon have you found to work for you?
GMthac0, I appreciate your input. Thanks for the help.
I will definitely let you know how things turned out.
As it happens, our group is going to be doing a 1-shot and I also opted to go Rogue/Ranger, but after a lot of thought I split it Rogue 1/Ranger (Hunter Conclave) 9. After consideration, I dismissed the notion of worrying about a Roguish Archetype as I didn't see enough upside (when compared to what comes with a level 9 Ranger, which I'll talk about below). I then pondered the utility of splitting it Rogue 2/ Ranger 8 so I would have Cunning Action. Once again I had to weigh that against being a Level 9 Ranger. In the end I decided that level 3 spells far outweigh some extra damage or initiative bonuses. A ranger already rolls Advantage on Initiative, and seeing as how you specified a ranged character, his DEX will be high enough to help initiative even more.
So, after a 1/9 split, I took Lucky and Sharpshooter (I know in a 1-shot you'll only get those 3 uses of Lucky, but that can still come in very handy!) and 1 ASI.
Favored Enemy: Beasts (Dragons!)
Greater Favored Enemy: Fiends (Demons!)
Archery Fighting Style (At level 10, you're gonna be +10 or +11 to hit (if you had max DEX) to hit, which helps with Sharpshooter)
Extra Attack
Fleet of Foot: Dash as a Bonus Action
Colossus Slayer for damage
Expertise in Stealth and Acrobatics
Now, as to why 3rd level spells are fantastic...Conjure Animals is so broken if you can maintain your Concentration (which in retrospect may warrant taking War Caster instead of Lucky). You'll use your lower level slots for Hunter's Mark and Cure Wounds.
With Studded Leather and a 20 DEX you're looking at an AC of 17, not fantastic, admittedly. But you're trying to stay out of harm's way. You can always carry a shield on your back and do some sword & board if you get stuck in close range combat, bumping you to 19.
I think Steel Will is handy if you know/have an idea that those types of baddies will be present. In fact, all the Defensive Tactics are situational.
Enjoy either way :D
Either a longbow or a heavy crossbow. You wanna talk ranged? With Sharpshooter you can fire your longbow up to 600 feet without disadvantage, which is madness. Not that the heavy crossbow is far behind. It can go up to 400 when Sharpshooting. But because of the loading property, if you want to take advantage of both your attacks you would need the Crossbow Expert feat.
I would try the Rogue(Scout)3/Ranger(Hunter)7 build.
One of the reasons is:
If you are variant human go for heavy crossbow with the Sharpshooter and the Crossbow Expert feats and ofc try to get your dex to max.
And ofc Colossus Slayer.
With max dex and a normal weapon you would have about +11ish to hit and with the sneak attack and Hunter's Mark you'll get something like 2d8+3d6+5 damage on one attack and 2d8+1d6+5 on the other attack, each round. Add +10 to damage when using sharpshooter.
Edit:
And swap one of the d8s with a d10 if you are using Crossbow, Heavy. The above calculations was with a Longbow
That doesn't feel like enough upside to me. All you're losing is 1d6 of sneak attack. Also, the numbers (with max dex and Sharpshooter) are more like 1d10 + 2d6 + 15 for shot 1 (Sneak attack, Hunter's mark and Sharpshooter) and 1d10 + 1d8 + 1d6 + 15 (colossus slayer, hunter's mark and sharpshooter) on the second shot.
And you are less concerned about being hit because of the 8 pixies you have running interference for you. Or the dozens of other possibilities with your spells. Spike growth to punish people from getting too close is just 1 option.